Decision Theory, Reinforcement Learning, and the Brain

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Decision Theory, Reinforcement Learning, and the Brain Cognitive, Affective, & Behavioral Neuroscience 2008, 8 (4), 429-453 doi:10.3758/CABN.8.4.429 CONNE C TIONS BETWEEN COMPUTATIONAL AND NEURO B IOLOGI C AL PERSPE C TIVES ON DE C ISION MAKING Decision theory, reinforcement learning, and the brain PETER DAYAN University College London, London, England AND NATHANIEL D. DAW New York University, New York, New York Decision making is a core competence for animals and humans acting and surviving in environments they only partially comprehend, gaining rewards and punishments for their troubles. Decision-theoretic concepts permeate experiments and computational models in ethology, psychology, and neuroscience. Here, we review a well-known, coherent Bayesian approach to decision making, showing how it unifies issues in Markovian decision problems, signal detection psychophysics, sequential sampling, and optimal exploration and discuss paradigmatic psychological and neural examples of each problem. We discuss computational issues concern- ing what subjects know about their task and how ambitious they are in seeking opti mal solutions; we address algorithmic topics concerning model-based and model-free methods for making choices; and we highlight key aspects of the neural implementation of decision making. The abilities of animals to make predictions about the af- by Cue D and then a smaller shock 20% of the time. The fective nature of their environments and to exert control in converse is true for Cue C. Subjects can, therefore, in gen- order to maximize rewards and minimize threats to homeo- eral expect a large shock when they get Cue A, but this ex- stasis are critical to their longevity. Decision theory is a for- pectation can occasionally be reversed. How can they learn mal framework that allows us to describe and pose quantita- to predict their future shocks? An answer to this question tive questions about optimal and approximately optimal is provided in the Markov Decision Problem section; as behavior in such environments (e.g., Bellman, 1957; Berger, described there, these functions are thought to involve the 1985; Berry & Fristedt, 1985; Bertsekas, 2007; Bertsekas striatum and various neuromodulators. Such predictions & Tsitsiklis, 1996; Gittins, 1989; Glimcher, 2004; Gold & can be useful for guiding decisions that can have deferred Shadlen, 2002, 2007; Green & Swets, 1966; Körding, 2007; consequences; formally, this situation can be character- Mangel & Clark, 1989; McNamara & Houston, 1980; Mon- ized as a Markov decision problem (MDP) as studied in tague, 2006; Puterman, 2005; Sutton & Barto, 1998; Wald, the fields of dynamic programming (Bellman, 1957) and 1947; Yuille & Bülthoff, 1996) and is, therefore, a critical reinforcement learning (Sutton & Barto, 1998). tool for modeling, understanding, and predicting psycho- Figure 1B depicts a decision task that is closely related logical data and their neural underpinnings. to signal detection theory (Green & Swets, 1966) and has Figure 1 illustrates three paradigmatic tasks that have been particularly illuminating about the link between neu- been used to probe this competence. Figure 1A shows a ral activity and percep tion (Britten, Newsome, Shadlen, case of prediction learning (Seymour et al., 2004). Here, Celebrini, & Movshon, 1996; Britten, Shadlen, Newsome, human volunteers are wired up to a device that deliv- & Movshon, 1992; Gold & Shadlen, 2001, 2002, 2007; ers variable strength electric shocks. The delivery of the Shadlen, Britten, Newsome, & Movshon, 1996; Shadlen & shocks is preceded by visual cues (Cue A through Cue D) Newsome, 1996). In the classical version of this task, mon- in a sequence. Cue A occurs on 50% of the trials; it is fol- keys watch a screen that shows moving dots. A proportion lowed by Cue B and then a larger shock 80% of the time or of the dots is moving in one direction; the rest are moving in P. Dayan, [email protected] 429 Copyright 2008 Psychonomic Society, Inc. 430 DAYAN AN D DAW AB C Saccade High Motion Cue A Cue B pain Targets Fixation RF Cue C Cue D Low pain Time Reaction Figure 1. Paradigmatic tasks. (A) Subjects can predict the magnitude of future pain from partially informa- tive visual cues that follow a Markov chain (Seymour et al., 2004; see the Markov Decision Problem section). (B) Monkeys have to report the direction of predominant motion in a random-dot kinematogram by making an eye movement (Britten, Shadlen, Newsome, & Movshon, 1992); see the Signal Detection Theory section. In some experiments, the monkeys have the additional choice of whether to act or collect more information (Gold & Shad- len, 2007); see the Temporal State Uncertainty section. (C) Subjects have to choose between four evolving, noisy bandit machines (whose payments are shown in the insets) and, so, must balance exploration and exploitation (Daw, O’Doherty, Dayan, Seymour, & Dolan, 2006); see the Exploration and Exploitation section. random directions. The monkeys have to report the coher- of the method for solving the problems, and discuss these ent direction by making a suitable eye move ment. By vary- particular cases and their near relatives in some detail. A ing the fraction of the dots that moves coherently (called wealth of problems and solu tions that has arisen in different the coherence), the task can be made easier or harder. The areas of psychology and neurobiology is thereby integrated, visual system of the monkey reports evidence about the and common solution mechanisms are identified. In particu- direc tion of motion; how should the subject use this infor- lar, viewing these problems as differ ent specializations of a mation to make a decision? In some versions of the task, the common task involving both sensory inference and learning monkey can also choose when to emit its response; how can it decide whether to respond or to continue collecting in- formation? These topics are addressed in the Signal Detec- tion Theory and Temporal State Uncertainty sections, along with the roles of two visual cortical areas (MT and lateral c1 x1 c2 x2 intraparietal area [LIP]). The simpler version can be seen as a standard signal detection theory task; the more complex L R L R one has been analyzed by Gold and Shad len (2001, 2007) r (R) r (L) as an optimal-stopping problem. This, in turn, is a form of r1(L) 1 2 r2(R) partially observ able MDP (POMDP) related to the sequen- tial probability ratio test (SPRT; Ratcliff & Rouder, 1998; Shadlen, Hanks, Churchland, Kiani, & Yang, 2007; Smith & Ratcliff, 2004; Wald, 1947). Finally, Figure 1C shows a further decision-theoretic p r (C) p wrinkle in the form of an experiment on the trade-off 31 3 32 between exploration and exploitation (Daw, O’Doherty, Dayan, Seymour, & Dolan, 2006). Here, human subjects C C have to choose between four one-armed bandit machines whose payoffs are changing over time (shown by the curves inside each). The subjects can find out about the current c3 x3 c4 x4 value of a machine only by choosing it and, so, have to balance picking the machine that is currently believed L R L R best against choosing a machine that has not recently r3(L) r3(R) r4(L) r4(R) been sampled, in case its value has increased. Problems of this sort are surprisingly computationally intractable Figure 2. An abstract decision-theoretic task. Subjects normally (Berry & Fristedt, 1985; Gittins, 1989); the section of the start in state x3 or x4, signaled by cues c3 or c4. They have three op- tions (L, R, or C): The former two lead to rewards or punishments present article on Exploration and Exploitation discusses such as r3(L); the latter lead via stochastic transitions (probabili- the issues and approximate solutions, including one that, ties such as p31) to states x1 or x2, which are themselves signaled evidence suggests, implicates the fronto-polar cortex. by cues c1 and c2, and license rewarded or punished choices L and Despite the apparent differences between these tasks, R. Subjects can be (partially) ignorant about their states if the cues are confusable (e.g., if x3 “looks like” x4), and/or about the they actually share some deep underlying commonalities. In rules of the task (the rewards and probabilities). In some cases, this review, we provide a straightforward formal framework the subjects might start in x1 or x2. Different options generate a that shows the links, give a computationally minded view wide family of popular decision-theoretic problems. DECISION THEORY , REINFORCEMEN T LEARNING , AN D T HE BRAIN 431 components gives strong clues as to how sensory systems In terms of knowledge, the subjects might be ignorant and computational mechanisms involved in the sig nal detec- of their precise state in the problem (i.e., which xi they cur- tion tasks—such as areas MT and LIP—are likely to interact rently occupy), and/or the rules of the task (i.e., the transi- with the basal ganglia and neuromodulatory systems that are tion probabilities and rewards contingent on particular ac- implicated in the reinforcement learning tasks. tions in states). If they know both in the standard version of We tie the problems together by inventing a new, slightly the task, which requires L at x3 and x1 and R at x4 and x2, more abstract assignment (shown in Figure 2). Particular with C being costly, and they know that they are at x3, say, specializations of this abstraction are then isomorphic to they should choose L. However, if they know the rules and the tasks associated with Figure 1. The case of Figure 2 is know that they are at either x3 or x4, but do not know which an apparently simple maze-like choice task that we might for sure (perhaps because the cues c3 and c4 are similar or present to animal or human subjects, who have to make identical), it might be worth the cost of choosing C in order decisions (here, choices between actions L, R, and C) in to collect information from c1 and c2 (if these are more dis- order to optimize their outcomes (r).
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